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Hunter Strategy — Where the Bullet Goes

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The Hunter's rules (the shot on death, chains, the deaths that silence the gun) are collected in the role dictionary: Hunter. This column is about where that one bullet goes — and how.

The target is chosen before you die

The shot phase arrives the moment you die. A bullet you start thinking about then doesn't hit.

∴ The Hunter's daily job: keep "if I died right now, whom do I shoot?" up to date. Hold a #1 on your personal suspicion ranking, and remember why it moved — that preparation happens to be high-quality reading, all by itself.

Last words give the bullet its meaning

The bullet is not confirmed information. If your read is wrong, it hits a villager.

∴ Before you're ever executed, put the reasoning into the day's record (Last words, the custom): "If I die, look at #5 — here's why." Die after saying that, and a hit proves the read — while even a miss leaves the village your path to restart from. A silent bullet leaves the village nothing, hit or miss.

The courage not to shoot — firing is optional

Holding fire is a legitimate choice. There are boards where not shooting is simply better:

  • A thin endgame with a shaky read — a mis-shot at low population walks the village straight toward defeat.
  • Only confirmed village left standing — pulling a trigger that can only hit villagers has no upside.

⚠️ And the reverse: collateral deaths silence the gun entirely — dragged down by the Princess's doom or the Creeper's blast, there is no shot at all. In decks where those roles can appear, "I can always shoot at the end" is not a premise you get to keep.

Alive, you are a shield

When you die, the whole table is told the dead player was the Hunter. The wolves dread that announcement — bite a Hunter, and someone on their side may go down with the morning's casualty report.

"Might be the Hunter" alone moves you down the bite list. Let yourself be suspected in the open; don't rush a claim even when the vote drifts your way. Death reveals the role automatically — a Hunter's claim is, as a rule, unnecessary. The exception is the endgame: "if I'd be bitten tonight anyway, stand the deterrent up now."

Common mistakes

  • Starting to choose after dying — the phase waits for you; your accuracy doesn't.
  • Treating the shot as mandatory — holding fire is not losing. Some days the missed bullet is the expensive one.
  • Revealing Hunter early — deterrence peaks at "maybe". Confirm it, and the wolves solve you by simply scheduling you last.

A scene

A 9P Hunter Room. On day two, the vote began collapsing onto you.

In your defense speech, you left the read: "Vote me if you must. But if I'm village, look at #7 tomorrow — their target has flipped twice with no reason given." The execution was confirmed; the shot phase opened. You fired at #7, as declared.

Morning. The reveal goes out — the dead player was the Hunter. And #7 was a werewolf. The village had spent its rope on a mistaken execution — and the bullet bought it back. Had you gone silently, that day would have cost the village the rope and the information.

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